Add Planar Capture System implementation checklist and developer reference
- Created a comprehensive implementation checklist for the Planar Capture System (Systems 136-147) detailing tasks across multiple phases including C++ core, material foundation, Blueprint actors, data assets, integration, and performance testing. - Added a developer reference document outlining the architecture, data flow, state machine, budget enforcement, render target pooling, horror features, integration points, multiplayer networking, performance characteristics, debugging methods, and build order for the capture systems. - Introduced examples of capture surface usage in the Project Void horror game, including specific implementations for mirrors, monitors, portals, and fake windows, along with a checklist for integration tasks.
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@@ -773,6 +773,11 @@ STEP 22 — Adaptive BPs (89-101)
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STEP 23 — Meta + Settings + Polish (102-114)
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STEP 24 — SS_AudioManager + BP_RoomAudioZone (132-133)
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STEP 25 — All DA_* Data Asset instances (content-populated, per project)
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STEP 26 — Phase 17: Planar Capture C++ (136-138) — UBPC_PlanarCapture, ABP_PlanarCaptureActor, ASS_PlanarCaptureManager
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STEP 27 — Phase 17b: Materials (144, 145, 147) — M_CaptureSurface_Master, MPC_CaptureSurface, 7 MI_ instances
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STEP 28 — Phase 17c: Blueprint Actors (139-143) — BP_Mirror, BP_Portal, BP_Monitor, BP_HorrorMirror, BP_FakeWindow
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STEP 29 — Phase 17d: Data Asset (146) — DA_PlanarCaptureProfile instances
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STEP 30 — Phase 17e: Integration — wire to BPC_ScareEventSystem (101), SS_AudioManager (132), BPC_StateManager (130)
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```
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---
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@@ -789,6 +794,7 @@ Every system has a complete spec in `docs/blueprints/` with node-by-node Manual
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| `docs/architecture/sound-catalog.md` | 150+ sound triggers, 14 surface table entries |
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| `docs/architecture/multiplayer-networking.md` | HasAuthority() gates, Server_ RPCs, RepNotify patterns |
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| `docs/architecture/blueprint-limitations-workarounds.md` | C++-only functions you'll encounter during BP implementation |
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| `docs/architecture/planar-capture-system.md` | Mirror/portal/monitor/horror capture system architecture (12 systems, Phase 17) |
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| `docs/developer/cpp-integration-guide.md` | Per-C++-class setup steps, usage patterns, BP child requirements |
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---
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@@ -797,13 +803,17 @@ Every system has a complete spec in `docs/blueprints/` with node-by-node Manual
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| Asset Type | Total | C++-Covered | BP to Build |
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|-----------|-------|------------|-------------|
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| **BP Components (BPC_)** | 79 | 4 full C++, 8 stubs | 67 BP children (8 have C++ stubs to extend) |
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| **BP Actors (BP_)** | 11 | 0 | 11 BP actor children |
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| **BP Components (BPC_)** | 80 | 5 full C++, 8 stubs | 67 BP children (8 have C++ stubs to extend) |
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| **BP Actors (BP_)** | 16 | 1 full C++ | 15 BP actor children |
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| **Widget BPs (WBP_)** | 14 | 0 | 14 Widget BPs |
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| **Data Assets (DA_)** | 18 | 3 full C++, 2 stubs | ~200+ DA instances (content-driven) |
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| **Data Assets (DA_)** | 19 | 3 full C++, 2 stubs | ~200+ DA instances (content-driven) |
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| **GameInstance Subsystems (SS_)** | 7 | 3 full C++ | 4 BP children |
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| **World Subsystems (SS_)** | 1 | 1 full C++ | 0 |
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| **Materials (M_)** | 1 | 0 | 1 Material |
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| **Material Instances (MI_)** | 7 | 0 | 7 MICs |
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| **MPC** | 1 | 0 | 1 MPC |
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| **Interfaces (I_)** | 10 | 9 in C++ | 1 (I_HidingSpot) |
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| **Function Libraries (FL_)** | 1 | 1 in C++ | 0 |
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| **Function Libraries (FL_)** | 2 | 2 in C++ | 0 |
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| **GameInstance (GI_)** | 1 | 1 in C++ | 1 BP child |
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| **GameMode (GM_)** | 1 | 1 in C++ | 1 BP child |
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| **GameState (GS_)** | 1 | 1 in C++ | 1 BP child |
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